package com.xpec.c4.db.filter;

import com.xpec.c4.game.time.TimeConstants;
import com.xpec.c4.service.module.ServerProperties;

public class FilterConstants {

	/**
	 * Player限定的闲置时间 ( 单位 分) 240
	 */
	public static final long PLAYER_IDLE_TIME = ServerProperties.getInt("idleTime", 60) * TimeConstants.MILLI_SECOND_PRE_MINUTE;
	
	/**
	 * Social限定的闲置时间 ( 单位 分) 240
	 */
	public static final long SOCIAL_IDLE_TIME = ServerProperties.getInt("idleTime", 60) * TimeConstants.MILLI_SECOND_PRE_MINUTE;
	
	/**
	 * Account限定的闲置时间( 单位 分) 480
	 */
	public static long ACCOUNT_IDLE_TIME = ServerProperties.getInt("idleTime", 60)* TimeConstants.MILLI_SECOND_PRE_MINUTE;
	
	/**
	 * 定时存储Player时一次批量可存储的角色个数
	 */
	public static int PLAYER_SAVENUM = ServerProperties.getInt("numOfPlayer", 10);
	
	/**
	 * 定时存储Player的周期时间( 单位 分)
	 */
	public static long PLAYER_SAVE_PERIOD = ServerProperties.getInt("cycleOfSavingPlayer", 30)* TimeConstants.MILLI_SECOND_PRE_MINUTE;
	
	/**
	 * 开始定时存储Player的延迟时间( 单位 分)
	 */
	public static long PLAYER_SAVE_DELAY = ServerProperties.getInt("delayOfSavingPlayer", 30)* TimeConstants.MILLI_SECOND_PRE_MINUTE;
}
